- vec3: length divides by the largest component before squaring, so
a camera 1e200 away keeps a finite near plane; unit_cross normalizes
each edge first, so edges of very different sizes keep their normal.
- render: MAX_RENDER_WORK (2^31) caps the pixel centres one render
tests, charged per triangle's clipped bounding box before scanning;
past it, RenderError::TooMuchWork.
- Bounds::centre halves each end before adding, finite for any finite
box. Bounds::of and fit_meshes use only corners of triangles render
draws. Camera::frame builds its basis from the direction, not from
points near the model, so a small model far from the origin fits.
Each new test fails with its fix reverted.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SqmHYx8FiWM5PcsoiErgp9